Deathless Nature. You don't need to breath.
Spider Climb. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
Artificer Spellcasting. You are a 3rd-level spellcaster. Your spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). You have the following Artificer spells prepared:
Cantrips (at will): Mending, Prestidigitation,
1st level (3 slots): Feather Fall, Catapult, Longstrider, Expeditious Retreat, Magic Missile, Thunderwave,
Wizard Spellcasting. You are a 7th-level spellcaster. Your spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). You have the following Wizard spells prepared:
Cantrips (at will): Shape Water, Message, Control Flames, Gust
1st level (4 slots): Catapult, Jump, Absorb Elements, False Life, Magic Missile, Shield, Sleep, Silent Image,
2nd level (3 slots): Earthbind, Knock, Maximilian's Earthen Grasp, Darkvision,
3rd level (3 slots): Fly, Tiny Servant, Ashardalon's Stride, Gaseus Form,
4th level (1 slot): Polymorph, Stone Shape
Light Hammer. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 5 (1d4+3) Bludgeoning damage.
Thunder Gauntlets. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8+4) Thunder damage.
Vampiric Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 7 (1d4 + 5) Piercing damage. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you can empower yourself in one of the following ways of your choice:
- You regain hit points equal to the piercing damage dealt by the bite.
- You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
You can empower yourself with this bite a number four times, and you regain all expended uses when you finish a long rest.
Arcane Armor. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith’s tools in hand. You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- You can use the arcane armor as a spellcasting focus for your artificer spells.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces.
- You can doff or don the armor as an action.
The armor continues to be Arcane Armor until you don another suit of armor or you die.
Defensive Field. As a bonus action, you can gain 3 temporary hit points, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action four times, and you regain all expended uses when you finish a long rest.
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